Them's Fightin' Herds/Pom: Difference between revisions

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  |Ground Juggle Decay=
  |Ground Juggle Decay=
  |Air Juggle Decay=
  |Air Juggle Decay=
  |description=A quick air to air attack. It cannot hit crouching opponents, but is often used after a 3C to continue the combo. All three of Pom's air normals can be cancelled into float or airdash, on hit or on block.
  |description=A quick air to air attack. It cannot hit crouching opponents, but is often used after a 3C to continue the combo.
  }}
  }}
}}
}}
====== <font style="visibility:hidden" size="0">j.B</font> ======
====== <font style="visibility:hidden" size="0">j.B</font> ======
{{MoveData
{{MoveData

Revision as of 18:20, 22 July 2019


Profile

Name: Pom
Species: Sheep
Stages: Baaah, Rainy Baaah, Sleepy Baaah
Voice Actor: Allie Moreno


Gameplan

Movement Options

66 - Forward Run, can be crouch canceled.
44 - Back dash
j.66 / j.44 - Short Air dash, can be canceled into float
j.7/8/9 - Float, can float out of jump, air dash, or air normal.

Normal Moves

5A
5A
TFH Pom 5A.png
Base Damage Guard Properties Startup Active Recovery   Hitstop Hitstun Adv. on Hit Blockstop Blockstun Adv. on Block First Hit Juggle Decay Base Juggle Decay JDG Multiplier
- - - - - - vs. Grounded
vs. Airborne

Pom's fastest normal at 4 frames, but its very short range often makes it unsuitable for punishing some moves, or throwing out as abare. It's a standing low, so it can often catch people trying to stand block, especially after an empty jump.

6A
6A
TFH Pom 6A.png
Base Damage Guard Properties Startup Active Recovery   Hitstop Hitstun Adv. on Hit Blockstop Blockstun Adv. on Block First Hit Juggle Decay Base Juggle Decay JDG Multiplier
- - - - - - vs. Grounded
vs. Airborne

A somewhat standard anti air, that can also be used as combo or blockstring filler. Invincible from the legs up from frame one. It can be dangerous to try to use this while you have charge, as you might get an accidental [4]6A if you don't get rid of your charge.

5B
5B
TFH Pom 5B.png
Base Damage Guard Properties Startup Active Recovery   Hitstop Hitstun Adv. on Hit Blockstop Blockstun Adv. on Block First Hit Juggle Decay Base Juggle Decay JDG Multiplier
- - - - - - vs. Grounded
vs. Airborne

Pom swipes her arms upward. Mostly combo and blockstring filler, as it does little that 2B isn't equal or better at.

5C
5C
TFH Pom 5C.png
Base Damage Guard Properties Startup Active Recovery   Hitstop Hitstun Adv. on Hit Blockstop Blockstun Adv. on Block First Hit Juggle Decay Base Juggle Decay JDG Multiplier
- - - - - - vs. Grounded
vs. Airborne

A long range dog bite. Long range, but very unsafe to whiff. Has the longest blockstun of any of Pom's cancellable grounded normals, making it useful for ending blockstrings in relative safety when combined with 236A.

2A
2A
TFH Pom 2A.png
Base Damage Guard Properties Startup Active Recovery   Hitstop Hitstun Adv. on Hit Blockstop Blockstun Adv. on Block First Hit Juggle Decay Base Juggle Decay JDG Multiplier
- - - - - - vs. Grounded
vs. Airborne

A basic 2A. Hits low, longer range than 5A, but 1 frame extra of startup.

2B
2B
TFH Pom 2B.png
Base Damage Guard Properties Startup Active Recovery   Hitstop Hitstun Adv. on Hit Blockstop Blockstun Adv. on Block First Hit Juggle Decay Base Juggle Decay JDG Multiplier
- - - - - - vs. Grounded
vs. Airborne

Your new best friend. With a great hitbox, a paper thin hurtbox, good startup, and the ability to convert into a combo after hitting this in almost any situation, you will be using this move a lot. It doesn't reach nearly as high as 6A, so be careful not to do it too early, or get caught by a character that can change their jump arc.

2C
2C
TFH Pom 2C.png
Base Damage Guard Properties Startup Active Recovery   Hitstop Hitstun Adv. on Hit Blockstop Blockstun Adv. on Block First Hit Juggle Decay Base Juggle Decay JDG Multiplier
- - - - - - vs. Grounded
vs. Airborne

A long range sweep. Dangerous to whiff, just like 5C. Inflicts hard knock down if it hits while the JDG bar is not full.

3C
3C
TFH Pom 3C.png
Base Damage Guard Properties Startup Active Recovery   Hitstop Hitstun Adv. on Hit Blockstop Blockstun Adv. on Block First Hit Juggle Decay Base Juggle Decay JDG Multiplier
- - - - - - vs. Grounded
vs. Airborne

Her launcher. Very long horizontal range, but connecting with it at the farther ranges can make it difficult to convert, unless in the corner. Very unsafe and not cancellable on block, so only use it if you know it will hit.

j.A
j.A
TFH Pom jA.png
Base Damage Guard Properties Startup Active Recovery   Hitstop Hitstun Adv. on Hit Blockstop Blockstun Adv. on Block First Hit Juggle Decay Base Juggle Decay JDG Multiplier
- - - - - - vs. Grounded
vs. Airborne

A quick air to air attack. It cannot hit crouching opponents, but is often used after a 3C to continue the combo.

j.B
j.B
TFH Pom jB.png
Base Damage Guard Properties Startup Active Recovery   Hitstop Hitstun Adv. on Hit Blockstop Blockstun Adv. on Block First Hit Juggle Decay Base Juggle Decay JDG Multiplier
- - - - - - vs. Grounded
vs. Airborne

A 4-hit downward attack with a strong cross-up hitbox. Pom's fastest jumping attack that can generally be used to attack air to ground. The first 3 hits deal very little hitstun, so try to let all 4 hits connect before cancelling it if you plan on doing a combo afterwards.

j.C
j.C
TFH Pom jC.png
Base Damage Guard Properties Startup Active Recovery   Hitstop Hitstun Adv. on Hit Blockstop Blockstun Adv. on Block First Hit Juggle Decay Base Juggle Decay JDG Multiplier
- - - - - - vs. Grounded
vs. Airborne

Your new second best friend. A huge, long range attack, that arcs forward and down as it travels. Pom's hitbox is slightly extended during it, but it's still a very powerful tool for controlling neutral. Causes ground bounce when it connects on an airborne opponent, which be used to summon dogs mid-combo.

Special Moves

Sheep Herding
Sheep Herding
[4]6A/B
TFH Pom 46A.png
Base Damage Guard Properties Startup Active Recovery   Hitstop Hitstun Adv. on Hit Blockstop Blockstun Adv. on Block First Hit Juggle Decay Base Juggle Decay JDG Multiplier
- - - - - - vs. Grounded
vs. Airborne

Use this template for moves with different frame data on A, B, C, and EX versions.

- - - - - - vs. Grounded
vs. Airborne

Use this template for moves with different frame data on A, B, C, and EX versions.

Bark!
Bark!
[4]6C
TFH Pom 46C.png
Ruff Ruff
Ruff Ruff
Base Damage Guard Properties Startup Active Recovery   Hitstop Hitstun Adv. on Hit Blockstop Blockstun Adv. on Block First Hit Juggle Decay Base Juggle Decay JDG Multiplier
- - - - - - vs. Grounded
vs. Airborne

Use this template for moves with different frame data on A, B, C, and EX versions.

Super

Stampede!
236XX
Base Damage Guard Properties Startup Active Recovery   Hitstop Hitstun Adv. on Hit Blockstop Blockstun Adv. on Block First Hit Juggle Decay Base Juggle Decay JDG Multiplier
- - - - - - vs. Grounded
vs. Airborne

Follow Up

Big Papa
214XX
TFH Pom SuperFollowUp.png
Base Damage Guard Properties Startup Active Recovery   Hitstop Hitstun Adv. on Hit Blockstop Blockstun Adv. on Block First Hit Juggle Decay Base Juggle Decay JDG Multiplier
- - - - - - vs. Grounded
vs. Airborne
- - - - - - vs. Grounded
vs. Airborne
- - - - - - vs. Grounded
vs. Airborne

Throws

Forward Throw
Forward Throw
B+C / 6B+C
TFH Pom FT.png
Base Damage Guard Properties Startup Active Recovery   Hitstop Hitstun Adv. on Hit Blockstop Blockstun Adv. on Block First Hit Juggle Decay Base Juggle Decay JDG Multiplier
- Throw - - - - vs. Grounded
vs. Airborne
Back Throw
Back Throw
4B+C
TFH Pom BT.png
Base Damage Guard Properties Startup Active Recovery   Hitstop Hitstun Adv. on Hit Blockstop Blockstun Adv. on Block First Hit Juggle Decay Base Juggle Decay JDG Multiplier
- Throw - - - - vs. Grounded
vs. Airborne
Air Throw
Air Throw
j.B+C
TFH Pom AT.png
Base Damage Guard Properties Startup Active Recovery   Hitstop Hitstun Adv. on Hit Blockstop Blockstun Adv. on Block First Hit Juggle Decay Base Juggle Decay JDG Multiplier
- Throw - - - - vs. Grounded
vs. Airborne

Magic

Pom starts each round with her Magic gauge, which holds 3 stocks, completely filled. She uses magic stocks to call her pups and then a direction + the magic button (D) will cause the pups to do different attacks. Each pup and dog takes a different amount of magic to call.

Dog Controls
Dog Controls
Command Input Action
Rally DD Calls pups to starting position
Move Dog [D] + 4/6 Moves pups left or right depending on the direction held.
Dismiss Dog 22A/B/C/D Dismisses dogs on the screen. A/B/C dismiss specific dogs. D dismisses all.
Digging Pup
Digging Pup
236A
TFH Pom 236A.png
Uses 1 Magic
Uses 1 Magic
Base Damage Guard Properties Startup Active Recovery   Hitstop Hitstun Adv. on Hit Blockstop Blockstun Adv. on Block First Hit Juggle Decay Base Juggle Decay JDG Multiplier
- - - - - - vs. Grounded
vs. Airborne

As long as a direction, other than down, is pressed along with D, Digging Pup will activate where they are standing, and hit the opponent with the dirt they kick up.

Digging Pup, Following
Digging Pup, Following
214A
TFH Pom 214A.png
Uses 1 Magic
Uses 1 Magic
Base Damage Guard Properties Startup Active Recovery   Hitstop Hitstun Adv. on Hit Blockstop Blockstun Adv. on Block First Hit Juggle Decay Base Juggle Decay JDG Multiplier
- - - - - - vs. Grounded
vs. Airborne

Digging Pup, Following is the same as regular digging pup, except they follow behind Pom wherever she goes! Hitting any forward direction + D will send the pup forward to attack.

- - - - - - vs. Grounded
vs. Airborne

Any backwards direction + D will cause the pup to attack from where they were standing.

Growly Pup
Growly Pup
236B
TFH Pom 236B.png
Uses 2 Magic
Uses 2 Magic
Base Damage Guard Properties Startup Active Recovery   Hitstop Hitstun Adv. on Hit Blockstop Blockstun Adv. on Block First Hit Juggle Decay Base Juggle Decay JDG Multiplier
- - - - - - vs. Grounded
vs. Airborne

Any non-crouching direction + D causes Growly Pup to hop in the horizontal direction held and bite (If 4/7 are held, Growly Pup hops to the left). Growly Pup will remain where they land and after the second activation of a Growly Pup attack, will leave.

- L - - - - vs. Grounded
vs. Airborne

Holding downback or downforward + D causes Growly Pup to Roll in the horizontal direction held and bite. This attack is a low! Growly Pup will remain where they land and after the second activation of a Growly Pup attack, will leave.

Pilot Pup
Pilot Pup
214B
TFH Pom 214B.png
Uses 2 Magic
Uses 2 Magic
Base Damage Guard Properties Startup Active Recovery   Hitstop Hitstun Adv. on Hit Blockstop Blockstun Adv. on Block First Hit Juggle Decay Base Juggle Decay JDG Multiplier
- - - - - - vs. Grounded
vs. Airborne
- - - - - - vs. Grounded
vs. Airborne
Big Momma
Big Momma
236C
TFH Pom 236C.png
Base Damage Guard Properties Startup Active Recovery   Hitstop Hitstun Adv. on Hit Blockstop Blockstun Adv. on Block First Hit Juggle Decay Base Juggle Decay JDG Multiplier
- - - - - - vs. Grounded
vs. Airborne
- - - - - - vs. Grounded
vs. Airborne
- - - - - - vs. Grounded
vs. Airborne

Combos

General

Midscreen

Corner

General
Controls
FAQ
Glossary
HUD
Links
System
Characters
Arizona
Oleander
Paprika
Pom
Tianhuo
Velvet
Shanty
Texas
Stronghoof
Nidra
Baihe
Predators
Huggles
Events